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Old July 29th, 2007, 11:59 AM
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Kristoffer O Kristoffer O is offline
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Default Re: AWIY\'s blacklist of dishonest peoples

> To be fair a dominions convention is that NAPs are meant to be inviolable, but many players don't know that yet (it isn't true in a lot of other turn-based games).

Huh? I didn't know that.

I have never played a game of strategy and diplomacy in wich pacts are not expected to be broken.

I'm not very fond of NAP's as it seems people expect anyone who breaks them to be a bastard. I will unvariably attack an opponent when I assume my gains will be the greatest (including diplomatic ones).

There should be no unbreakable pacts, and if players use the term 'NAP' to mean 'a pact that makes you a bastard if you break it' I think the diplomatic traditions of this game has been broken somewhere

It is fun to betray, and it is fun to be betrayed. Frustrating, yes, but all the more fun when you strike back with righteous vengence! Or die trying to It is also more fun to play when you might expect a backstab from one of your neighbours at any time.
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Old July 29th, 2007, 06:54 PM

Chris_Byler Chris_Byler is offline
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Default Re: AWIY\'s blacklist of dishonest peoples

Quote:
Kristoffer O said:
> To be fair a dominions convention is that NAPs are meant to be inviolable, but many players don't know that yet (it isn't true in a lot of other turn-based games).

Huh? I didn't know that.

I have never played a game of strategy and diplomacy in wich pacts are not expected to be broken.
Hear, hear. One of the prototypical games of diplomacy is Diplomacy itself, and as the manual for that game states, "These discussions and written agreements, however, do not bind a player to anything he/she may say. Deciding whom to trust as situations arise is an important part of the game." I feel that Dominions should be played the same way.

Many times in history and mythology, rulers have decided that a treaty wasn't worth the paper it was printed on. The deeds of gods are not recorded in history (reliably anyway), but in mythology many are treacherous bastards. It is both a better fit with the game-world and more fun to allow treachery without restriction (other than the *in-game* revenge of the betrayed).

Treason never prospers: what's the reason?
Because if it prospers, none dare call it treason.
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